Shooting game apparatus, storage medium storing a shooting game program, and target control method

ABSTRACT

A shooting game apparatus includes an LCD for displaying a target and an operating button for a player to perform operation of shooting the target. For example, an enemy character is switched between an ineffective state in which it is never damaged even if an attack hits it and an effective state in which it is damaged if an attack hits it. Different images are displayed depending on whether the target is in the ineffective state or in the effective state. In case where the target is in the effective state, when a player character enters into a state of being continuously damaged because it is positioned in such an area as it receives continuous damage, for example, the target is switched into the ineffective state.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a shooting game apparatus, a storagemedium storing a shooting game program, and a target control method.More specifically, the present invention relates to a shooting gameapparatus in which a player plays a game by shooting a target (vitalspot or weak point of an enemy, etc.) that switches between an effectivestate in which he is allowed to shoot the target and an ineffectivestate in which the target is never hit even if he shoots it, whileadjusting timing for shooting operation; a storage medium storing ashooting game program for the game apparatus; and a target controlmethod.

2. Description of the Prior Art

Conventionally, games called shooting game have been widely known and agreat number of such games have been played as a practical matter. Interms of their types, there is a game in which a player causes a playercharacter he handles to shoot a bullet at an enemy character byoperating a controller, and is a game in which a player shoots a targetappearing on a screen by using a gun-shaped controller.

In a game apparatus disclosed in patent document 1 (Japanese Patent No.3262769), for example, in order to shoot an enemy character having aplurality of targets, each of the plurality of targets is assigned atime that elapses before the enemy character disappears after it hasbeen hit. Also, stage effects are provided in such a manner that theenemy character disappears quickly if a bullet hits a vital spot, andthat the enemy character disappears slowly if a bullet hits a non-vitalspot, for example.

Meanwhile, according to a game apparatus disclosed in patent document 2(Japanese Patent No. 3262770), in order to make it possible to shoot anenemy character having a plurality of targets, each of the plurality oftargets is assigned a time that elapses before the enemy characterdisappears after it has been hit, as in the case with patent document 1.In addition, stage effects are provided in such a manner that, after abullet has hit a prescribed target, the more times “additional shooting”is performed to successively shoot other targets, the more quickly theenemy character disappears as compared to the case of only one hit.

In both patent document 1 and patent document 2, however, when theplayer discovers the enemy character under cover and shot a bullet atthe target in the effective state, for example, he may also be shot andsuffer damage. At this time, the player normally should recover from thedamage before moving to a next shooting at the enemy character.Nevertheless, the player sometimes forces himself to continuously shootthe enemy character while being damaged because this is a chance toattack the enemy character with the target in the effective state. Also,even if he is positioned in a place where he may receive damage only dueto his presence (such as a barrier zone and a heated floor), when theenemy character appears randomly, the player sometimes takes this as anattacking chance and forces himself to take continuous shots at theenemy character while being continuously damaged.

For this reason, in playing the game, the player may partly feelrestless and suffer from the obsession of continuously shooting theenemy character even if he is damaged, although he is supposed to havefun in shooting the enemy character. Accordingly, the original fun ofplaying the game may be spoiled sometimes.

SUMMARY OF THE INVENTION

Therefore, it is a primary object of the present invention to provide anovel shooting game apparatus, a novel storage medium storing a shootinggame program, and a novel target control method.

It is another object of the present invention to provide a shooting gameapparatus, a storage medium storing a shooting game program, and atarget control method which makes it possible to feel the original funof shooting a target in a game of shooting the target that switchesbetween an effective state in which a player is allowed to shoot thetarget and an ineffective state in which the target is never hit if theplayer shoots it.

A shooting game apparatus according to the present invention is ashooting game apparatus provided with at least a display means and anoperating means in which a player plays a game by operating theoperating means to shoot a target displayed on the display means. Thisshooting game apparatus comprises a target state control means, a targetimage generation means and a player state determination means. Thetarget state control means controls switching of the target between anineffective state of being never damaged even if an attack hits the sameand an effective state of being damaged if an attack hits the same. Thetarget image generation means displays an image that is differentbetween a case where the target is in the ineffective state and a casewhere the target is in the effective state, on the display means. Theplayer state determination means determines at least whether or not theplayer is in a state of being continuously damaged. Additionally, thetarget state control means switches the target to the ineffective statewhen the player state determination means determines that the player isin the state of being continuously damaged in the case where the targetis in the effective state.

More specifically, a shooting game apparatus (10: reference numeralcorresponding to one in an embodiment. This is also applied to followingnumerals.) comprises a display means (14) and an operating means (16,18, 20, 22, 24, 26, 28, 42). In this game apparatus, a player plays ashooting game by operating the operating means to shoot a targetdisplayed on the display means. A target state control means (40, 60,S1, S11) controls switching of the target between an ineffective stateof being never damaged even if an attack hits it and an effective stateof being damaged if an attack hits it. A target image generation means(40, 70) displays an image that is different between a case where thetarget is in the ineffective state and a case where the target is in theeffective state, on the display means. A player state determinationmeans (40, 62, S23, S27) determines at least whether or not the playeris in a state of receiving continuous damage. Additionally, a targetstate control means (S25) switches the target to the ineffective statewhen the player state determination means determines that the player isin the state of being continuously damaged in case where the target isin the effective state. According to this game apparatus, therefore,when the player is in the state of continuously suffering damage, thetarget is brought into the ineffective state and the player's shootingoperation would become useless. This provides the player with anopportunity to extricate himself from a situation where he suffersdamage, and thus he can focus his energy on escaping from the state ofbeing continuously damaged. Consequently, it becomes possible to allowthe player to fully experience the original fun of shooting the targetwithout having to feel restless or get obsessed unnecessarily.

In one aspect, the game apparatus further comprises a player positionstorage means (40, 84) for storing at least a position where the playercan take a shot in a game space. The player state determination meansdetermines that the player is in the state of continuously receivingdamage when the position stored in the player position storage means isa prescribed one. Thus, the target enters into the ineffective statewhen the player is positioned in such a place as he is continuouslydamaged, which provides him an opportunity to move from the place hesuffers damage. As a consequence, it is possible to offer the player theoriginal fun of shooting game without causing him to feel restless orsuffering from an obsession unnecessarily.

In another aspect, the game apparatus further comprises a playercharacter generation means and a non-player character generation means.The player character generation means (40, 70) generates and displays aplayer character (100) on the display means. The non-player charactergeneration means (40, 70) generates and displays a non-player character(102) on the display means. Additionally, the target image generationmeans displays a target (106) on the non-player character. So, thismakes it possible to play a shooting game with the player character andthe non-player character such as an enemy character, displayed. Theplayer can determine that an attack against the non-player character isin an effective state or in an ineffective state while keeping an eye onthe target displayed on the non-player character. Thus, even when theplayer character is brought into the state of being continuouslydamaged, the player can see the non-player character to make sure thatit is in the ineffective state. Accordingly, the player can feel safe toconcentrate attention on escape from the state in which he suffersdamage.

In still another aspect, the game apparatus further comprises anon-player character position storage means. The non-player characterposition storage means (40, 86) stores a position of the non-playercharacter in a game space. In addition, the target state control meansis activated when a relationship between the position stored in theplayer position storage means and the position stored in the non-playercharacter position storage means becomes a prescribed one. In thisembodiment, for example, when the player and the non-player characterexist in places of equal height or come close to each other within arange of certain distance, control is started over switching of thetarget between the effective and ineffective states (S1, S23, S25, S27,S29). Thus, the target is activated only when the player and thenon-player character are in a prescribed position relationship, and itis thus possible to increase an interesting factor of the shooting gameby adding thrill, and to give consideration to the player so that hedoes not have to feel restless or get obsessed unnecessarily.

A shooting game apparatus according to the present invention is ashooting game apparatus provided with at least a display means and anoperating means in which a player plays a game by operating theoperating means to shoot a target displayed on the display means. Thisshooting game apparatus comprises a player character display controlmeans, a non-player character display control means, a player characterposition storage means, a target state control means, and a target imagegeneration means. The player character display control means displaysand controls an image of a player character on the display means, basedon input from the operating means. The non-player character displaycontrol means displays and controls an image of a non-player characteron the display means. The player character position storage means storesa position of the player character in a game space. The target statecontrol means controls switching of the target between an ineffectivestate of being never damaged even if an attack hits it and an effectivestate of being damaged if an attack hits it. The target image generationmeans displays an image that is different between a case where thetarget in the ineffective state and a case where the target is in theeffective state, on the non-player character. In addition, the targetstate control means switches the target to the ineffective state when aprescribed position is stored in the player character position storagemeans in case where the target is in the effective state.

More specifically, as in case of the above stated game apparatus, ashooting game is played with the player character and the non-playercharacter displayed, and the target is displayed on the non-playercharacter. Then, when the prescribed position is stored in the playercharacter position storage means (40, 84) in case where the target is inthe effective state, the target is switched to the ineffective state.Thus, according to this game apparatus, since the target is switched tothe ineffective state when the player character is located in theprescribed position, the player is given an opportunity to move from theprescribed position. Consequently, as in the case of the above notedgame apparatus, it is possible to make the player experience theoriginal pleasure of shooting the target to the full without having toget irritated or obsessed unnecessarily.

In one aspect, the game apparatus further comprises a game fieldgeneration means for generating a game field for playing a shooting gamein which at least the player character and the non-player character aredisplayed, and for displaying the same on the display means. The gamefield generation means (40, 70) generates at least a first area (108)where the player character is continuously damaged and a second areawhere the player character is never damaged in the game field. When aposition contained in the first area is stored in the player characterposition storage means in the case where the target is in the effectivestate, the target state control means switches the target to theineffective state. Accordingly, since the target is switched to theineffective state when the player character is positioned in the firstarea of the game field and is continuously damaged, the player canconcentrate on moving from the first area. This makes it possible tooffer the player the original fun of shooting the target without causinghim to unnecessarily feel restless or suffer from an obsession.

In one embodiment, after switching the target into the ineffectivestate, the target state control means holds the target in theineffective state until a position contained in the second area isstored in the player character position storage means, that is, untilthe player character relocates to a place where it never receives anydamage. In consequence, since an attack never enters into the effectivestate until the player character moves to a place where it is neverdamaged, the player can feel safe to focus on moving from such a placeas he continues to receive damage. It is therefore possible to providethe player with the primary fun of shooting the target without forcinghim to get irritated or obsessed unnecessarily.

A storage medium storing a shooting game program according to thepresent invention is a storage medium storing a shooting game programfor allowing a game apparatus provided with at least a display means, anoperating means, and a processing means to function as a shooting gameapparatus in which a player plays a game by operating the operatingmeans to shoot a target displayed on the display means. This shootinggame program causes a computer of the game apparatus to execute a targetstate control step, a target image generation step, and a player statedetermination step. The target state control step controls switching ofthe target between an ineffective state of being never damaged even ifan attack hits it and an effective state of being damaged if an attackhits it. The target image generation step displays an image that isdifferent between a case where the target is in the ineffective stateand a case where the target is in the effective state, on the displaymeans. The player state determination step determines at least whetheror not the player is in a state of being continuously damaged.Additionally, the target state control step switches the target to theineffective state when the player state determination step determinesthat the player is in the state of being continuously damaged in thecase where the target is in the effective state.

As well as the above described shooting game apparatus, this storagemedium storing the shooting game program can switch the target to theineffective state when the player is in the state of being continuouslydamaged. This provides the player with an opportunity to escape from thestate of receiving damage, which makes it possible to make the playerexperience the original fun of shooting the target to the full withouthaving to feel restless or get obsessed needlessly.

A target control method according to the present invention is a targetcontrol method of controlling a target by a computer of a shooting gameapparatus in which a player plays a game by operating an operating meansto shoot the target displayed on a display means. This target controlmethod includes a target state control step, a target image generationstep, and a player state determination step. In the target state controlstep, switching of the target is controlled between an ineffective stateof being never damaged even if an attack hits it and an effective stateof being damaged if an attack hits it. In the target image generationstep, displayed on the display means is an image that is differentbetween a case where the target is in the ineffective state and a casewhere the target is in the effective state. In the player statedetermination step, it is determined at least whether or not the playeris in a state of being continuously damaged. Additionally, in the targetstate control step, the target is switched to the ineffective state whenit is determined in the player state determination step that the playeris in the state of being continuously damaged in the case where thetarget is in the effective state.

As well as the above stated shooting game apparatus and the storagemedium, this target control method allows the player to fully experiencethe original pleasure of shooting game.

According to the present invention, when the player is in a place wherehe is continuously damaged or in a state of suffering continuous damage,the target is switched to the ineffective state. Thus no matter how theplayer making an attack, the target is never damaged and so theoperation of attacking the target becomes useless. With that, therearises an opportunity for the player to escape from the situation inwhich he is continuously damaged. Accordingly, the player can direct hisenergy toward getting away from a place or a state in which he sustainscontinuous damage. As a result, it is possible to allow the player tohave the original pleasure of shooting the target in the shooting gamewithout having to feel restless or get obsessed unnecessarily.

The above described objects and other objects, features, aspects andadvantages of the present invention will become more apparent from thefollowing detailed description of the present invention when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an outline view showing a game apparatus of one embodiment ofthe present invention;

FIG. 2 is a block diagram showing an electrical configuration of theFIG. 1 embodiment;

FIG. 3 is a schematic view showing one example of memory map for a ROMin FIG. 2;

FIG. 4 is a schematic view showing one example of memory map for a WRAMin FIG. 2;

FIG. 5 is a schematic view showing one example of game screen in whichan attack against a target is in an effective state;

FIG. 6 is a schematic view showing one example of game screen in whichan attack against the target is in an ineffective state;

FIG. 7 is a schematic view showing one example of game screen in which aplayer character is damaged;

FIG. 8 is a flowchart showing one example of battle-time process in gameoperation of the present invention; and

FIG. 9 is a flowchart showing one example of target state transitionprocess described in FIG. 8.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring to FIG. 1, a game apparatus 10 of one embodiment of thepresent invention includes a game machine 12. Such a handheld gamemachine as GameBoy Advance (GAMEBOY ADVANCE: product name) is applicableas the game machine 12. A color liquid crystal display (hereinafterreferred to as “LCD”) 14 is provided on an approximate center of asurface of a body (case) 12 a of the game machine 12. This LCD 14displays a game space and game characters such as a player object, etc.existing in the game space, and also supplies messages if required.Also, provided on the surface of the case 12 a are operating buttons 16,18, 20, 22, 24, 26 and 28. The operating buttons 16, 18 and 20 arearranged on left side of the LCD 14, and the operating buttons 22 and 24on right side of the LCD 14. In addition, the operating buttons 26 and28 are arranged on an end surface (upper surface) of upper side (abovethe LCD 14) of the case 12 a.

The operating button 16 is a cross button functioning as a digitaljoystick. By operating one of its four depressing portions, it becomespossible to specify a movement direction of a game character or move acursor displayed on the LCD 14. The operating button 18 is a startbutton composed of a push button, and is used to give instruction forstarting the game. The operating button 20 is a select button composedof a push button, and is utilized for selection of a game mode.

The operating button 22 is an A button composed of a push button whichallows a player character (player object) displayed on the LCD 14 totake arbitrary actions such as shooting, throwing, grasping, jumping,hopping in, cutting with a sword, and speaking to someone. The operatingbutton 24 is a B button composed of a push button which is used tochange the game mode selected by the select button 20 or cancel theaction specified by the A button 22. The operating button 26 is a leftpush button (L button) composed by a push button, and the operatingbutton 28 is a right push button (R button) composed by a push button.The operating button 26 and the operating button 28 perform sameoperations as the A button 22 and the B button 24, and also performsoperations auxiliary to the A button 22 and the B button 24.

Additionally, an insertion slot 30 is formed on an upper end of backsurface of the case 12 a. A game cartridge 32 is inserted into thisinsertion slot 30. Although not illustrated, a connector 46 and aconnector 56 (see FIG. 2) are provided at a rear of the insertion slot30 and at a forward end of the game cartridge 32 in an insertiondirection, respectively. When the game cartridge 32 is inserted to theinsertion slot 30, the two connectors are connected with each other.Consequently, the game cartridge 32 becomes accessible from a CPU 40(see FIG. 2) of the game machine 12.

Moreover, provided on the surface of the case 12 a and below the Abutton 22 and the B button 24 is a speaker 34 for outputting such soundsas game music (BGM), sound effects and game characters' voices orimitative sounds.

It is noted that, although not illustrated in FIG. 1, the case 12 a isprovided with an external expansion connector 50 (see FIG. 2) on the topsurface thereof, a battery storage box on the back side thereof, and apower switch, a volume control knob and an earphone jack on a bottomsurface thereof.

FIG. 2 shows one example of an electric configuration of the gameapparatus 10. Referring to FIG. 2, the game machine 12 is provided withthe CPU 40 as stated above. This CPU 40 is also called as computer orprocessor and exercises overall control of the game machine 12. The CPU40 or computer is connected with the above mentioned LCD 14, anoperating portion 42 and a work memory (WRAM) 44 via an internal bus,and is also connected with the connector 46, a transmission/receptionbuffer 48, etc.

The LCD 14 is supplied with display data from the CPU 40 and displays agame image (game screen). Although not illustrated, the CPU 40 isconnected with a VRAM, LCD controller etc., for example, and renders onthe VRAM game image data including background image data and objectimage data for player object, non-player objects, item objects, etc.,according to directions from the CPU 40. Player object (playercharacter) here means a moving image object whose arbitrary actions suchas movement are controlled by the operation of the player. Non-playerobject (non-player character) means a moving image object whosearbitrary actions such as movement are controlled by the computer (CPU40) instead of the operation of the player. In this embodiment, thenon-player character includes an enemy character and a target, etc. TheLCD controller reads game image data (display data) rendered on the VRAMand displays a game screen on the LCD 14 according to directions fromthe CPU 40.

The operating portion 42 includes the above mentioned operating buttons16, 18, 20, 22, 24, 26 and 28. Depending on the operation of thesebuttons, an operating input signal is provided to the CPU 40. The CPU 40thus executes a process under a direction supplied from the player(user) through the operating portion 42.

The WRAM 44 is a writable and readable memory used as a work area or abuffer area for the CPU 40. The transmission/reception buffer 48 isintended to temporarily store data sent or received to/from another gameapparatus 10 or the game machine 12, for example, data exchanged duringa multiplayer-participating communication game. This buffer is connectedto the external expansion connector 50. In order to carry out datacommunications with the other game apparatus 10, this connector 50 isconnected to the other game apparatus 10 via a communication cable notillustrated.

Additionally, although not illustrated in FIG. 2, the CPU 40 is linkedwith the speaker 34 shown in FIG. 1 via a sound circuit. When the soundcircuit is provided with audio data from the CPU 40, the speaker 34outputs sounds required for the game such as game music, sound effects,moving image objects' voices or imitative sounds.

The game cartridge 32 contains a ROM 52 and a RAM 54. The ROM 52 and theRAM 54 are connected by a bus to each other and also are connected tothe connector 56. As described above, therefore, when the game cartridge32 is attached to the game machine 12 and the connector 46 and theconnector 56 are connected with each other, the CPU 40 is electricallyconnected to the ROM 52 and the RAM 54. Accordingly, the CPU 40 can readprescribed program data from a prescribed area of the ROM 52 and load itinto the WRAM 44, or read prescribed backup data from the RAM 54 andwrite it into the WRAM 44, or write and save game data generated in theWRAM 44 into a prescribed area of the RAM 54, for example, depending onthe progress of the game.

As the RAM 54, a flash memory that is a nonvolatile memory may beemployed. Alternatively, a ferroelectric memory (FeRAM), an EEPROM,etc., for example, can be used as other nonvolatile memories. Also, anSRAM and a DRAM powered from a battery can be utilized instead.

FIG. 3 shows one example of memory map for the ROM 52. Referring to FIG.3, the ROM 52 stores a management program for various counters 60, aplayer state determination program 62, a hit determination program 64,an HP (hit point) management program 66, an input acceptance program 68,an image display program 70, etc.

The management program for various counters 60 is a program for managinga target counter and a damage counter. The target counter is a timer formanaging a period of time that elapses before an attack against thetarget is switched to the effective state, and is controlled inaccordance with the player's state. The target counter is controlled ina countdown style, for example. In case where the target counter is notat 0 (zero), when the player character is in a prescribed position whereit is never continuously damaged or in a state where it is nevercontinuously damaged, counter control is activated and the targetcounter is subtracted. A target counter value of 0 means that an attackagainst the target is the effective state. The effective state of anattack against the target means that the target is damaged if a bullethits it. On the other hand, the ineffective state of an attack againstthe target means that the target is never damaged even if a bullet hitsit. Additionally, in case where the target counter is at 0 (the attackeffective state), when the player character enters into a continuouslydisadvantageous situation because it is placed in a prescribed positionwhere it is continuously damaged or in a state where it is continuouslydamaged, the target counter is reset to a value other than zero, and thetarget is switched to the attack ineffective state accordingly. Whenhaving received continuous damage, the player character is brought intoa disadvantageous situation due to decrease in the number of player HPsand degradation in fighting capability, for example.

The damage counter is a counter for switching an attack against thetarget to the ineffective state in case where the target has suffered acertain degree of damage during a period of time when the attack againstthe target is effective. In the state where the player's attack iseffective, even if it is possible to attack the target successively atone blow, defeating the target straightaway would reduce by half the funof the game. Thus this counter is intentionally provided so that thetarget is deactivated depending on the degree of damage caused to it,with consideration given to avoiding the pleasure of the game from beingimpaired. When the target is hit and damaged, the enemy and the targetare placed into a disadvantageous situation with decrease in the numberof target HPs and in the enemy character's fighting power. The damagecounter is controlled in a countdown style, for example, and issubtracted when an attack hits the target. When the damage counter hasreached 0 (zero), the target counter is reset to a value other than zeroand the target is switched to the attack ineffective state.

The player state determination program 62 is a program for determiningthe state of the player, whether or not the player character is in thestate of being continuously damaged or whether or not it is in a statesuitable for making an attack, based on its position, etc.

The hit determination program 64 is a program for determining whether ornot the player character's attack has hit the target, or whether or notthe enemy character's attack has hit the player character, etc.

The HP management program 66 is a program for managing hit points of thetarget and of the player character, etc. HP is a physical strengthparameter that determines whether or not the character is capable ofcontinuing a battle. (That is, this indicates the lives of playercharacter and enemy character). The number of HPs is decreased everytime a character is hit by an attack from the opponent and, when it hasreached zero, the character loses a battle.

The input acceptance program 68 is a program for accepting an operatingsignal from the operating portion 42 that is generated by the player'soperation. In addition, the image display program 70 is a program forgenerating images of the game field, player character, target, enemycharacter, etc. in accordance with their individual states and fordisplaying them on the LCD 14.

The ROM 52 is also provided with another area 72 that stores otherprocessing programs and various kinds of data. For example, stored inthis area are an audio output program, other programs required for gamecontrol, image data, audio data, etc. The image data to be storedincludes an image of the enemy character with the target in theeffective state; an image of the enemy character with the target in theineffective state; an image of the player character being damaged; animage of the player character not being damaged; and an image of thebackground of the game field where the player character and the enemycharacter are displayed.

FIG. 4 shows one example of memory map for the WRAM 44. With referenceto FIG. 4, formed in the WRAM 44 are a target counter area 80, a damagecounter area 82, a player position area 84, an enemy character positionarea 86, a target HP area 88, a player HP area 90, a counter table area92, another work area 94, etc.

The target counter area 80 and the damage counter area 82 store valuesof the target counter and of the damage counter controlled by the abovestated management program for various counters 60, respectively.

The player position area 84 stores coordinate data for the position ofthe player character in the virtual game space, according to theprogress of the game. The player character is generated and displayed ina position based on the position data stored in this area 84. Theposition stored in the player position area 84 is also a position wherethe player character can take a shot in the game space.

The enemy character position area 86 stores coordinate data for theposition of the enemy character or of the non-player character such asthe target which is fighting against the player character in the virtualgame space, according to the progress of the game.

The target HP area 88 and the player HP area 90 store the HPs of thetarget and the HPs of the player character both of which are controlledby the above stated HP management program 66, respectively.

The counter table area 92 stores a table for changing a counter valuedepending on the situation in resetting the target counter or the damagecounter. This makes it possible to change a period of time that elapsesbefore an attack is switched to the effective state and to alter thedegree of damage that can be caused to the target until the attack isswitched to the ineffective state. With this, it allows the game to bemore enjoyable.

The other work area 94 is used to perform required calculations, save avalue temporarily, etc.

The game apparatus 10 is a shooting game apparatus in which the playerplays a game by performing a shooting operation (or shooting action orbutton operation) to take a shot at the target. The target is switchedbetween the attack effective state in which it is damaged when a bullethits it and the attack ineffective state in which it is never damagedeven when a bullet hits it, depending on the player's state in theprogress of the game. When the target is in the attack effective state,the player shoots a bullet at the target to attack it by operating theoperating button 22 or the like, for example.

FIG. 5 shows one example of game screen with the target in the attackeffective state. The game screen of FIG. 5 represents a scene in which aplayer character 100 and an enemy character 102 are shooting bullets(not illustrated) at each other on a floor 104. Displayed on the enemycharacter 102 is an image of an open eye 106, as one example of thetarget. The eye 106 corresponds to a vital spot or weak point of theenemy character 102. The display of the open eye 106 means that theenemy character is in the attack effective state. Therefore, the playercan cause damage to the enemy character 102 or the target 106 byshooting and hitting a bullet against the target 106 in the attackeffective state.

In this embodiment, when the target counter is at zero and the playercharacter 100 is in a state suitable for making an attack, the target isheld in the attack effective state. The state of the player character100 suitable for making an attack means that the player character 100 isin the state of not being continuously damaged. In this embodiment, thisstate is obtained when the player character 100 is in a position whereit does not continuously receive such damage as placing it into adisadvantageous situation. More specifically, in the example of FIG. 5,a damage area 108 is provided below the floor 104 on which the enemycharacter 102 (the target 106) is located. When falling to the damagearea 108, the player character 100 is supposed to continuously sufferdamage. Meanwhile, provided above the floor 104 is an area where theplayer character 100 is never damaged (safe area). Thus, when it ispositioned in the safe area, the player character 100 is determined asbeing in the state suitable for making an attack.

If the player has caused a prescribed degree of damage to the target 106in the attack effective state, the target is changed to the attackineffective state. This avoids the game to be monotonous due to thecontinuance of the attack effective state. More specifically, when theplayer has hit a bullet at the target 106, the damage counter issubtracted. Then, when the damage counter has reached zero, the targetcounter is reset to a value other than zero and the target is switchedto the attack ineffective state.

FIG. 6 shows one example of game screen in case where the target is inthe attack ineffective state. In the game screen of FIG. 6, the playercharacter 100 and the enemy character 102 are positioned on the floor104, as in the case of FIG. 5. However, the image of the enemy character102 is displayed with the eye closed, that is, the enemy character 102has no target displayed, which means that the target is in the attackineffective state. In the attack ineffective state, the enemy character102 can never be damaged even if a bullet hits it.

Once switched to the attack ineffective state, the target is held in theattack ineffective state until prescribed conditions are fulfilled. Inorder to get away from the attack ineffective state, the playercharacter 100 needs to be in the state of not suffering continuousdamage or in the state suitable for making an attack, for example. Inother words, the player character 100 needs to be above the floor 104 inthe example of FIG. 6.

Also, in the case where the target counter is not at zero (that is, thetarget is in the attack effective state), when the player character 100enters into the state suitable for carrying out an attack, control isactivated to switch an attack against the target 106 to the effectivestate, and then the target counter is subtracted. Thus, when the targetis in the attack ineffective state, the player can decrease the targetcounter value to 0 and switch the target to the attack effective stateas shown in FIG. 5, by making the player character 100 remain located onthe floor 104, for example.

Alternatively, when being in a prescribed position relationship with theenemy character 102 (e.g. at an equal height, within a certain distance,etc.), it may be possible that the player character 100 is determined asbeing in the state suitable for making an attack so that it does notreceive continuous damage. In the examples of FIG. 5 and FIG. 6, whenbeing positioned at a height equal to or greater than the enemycharacter 102, the player character 100 exists in the safe area where itis never damaged. Instead of that, it may be possible that the playercharacter 100 is not determined as being in the state suitable formaking an attack unless the player character 100 and the enemy character102 become close to each other within a range of a certain distance. Inthese cases, the player character 100 enters into the state of not beingcontinuously damaged only when it is located in a position where it canfight against the enemy character 102 on an equal footing or when itbecomes close to the enemy character 102 at a certain distance. Thisactivates target switching control (target counter control) and switchesan attack against the target to the effective state. With that, it ispossible to make the shooting game more enjoyable with the addition ofthrill.

On the other hand, when existing in the damage area 108 under the floor104, the player character 100 is determined as being in thedisadvantageous state of receiving continuous damage.

FIG. 7 shows one example of game screen with the player character 100being damaged. In the game screen of FIG. 7, the player character 100exists in the damage area 108 under the floor 104 and is represented bya damaged image, in contrast to the undamaged images shown in FIG. 5 andFIG. 6.

In the case of the attack effective state (the target counter=0), whenthe player character 100 has fallen to the damage area 108 and enteredin the disadvantageous state of receiving continuous damage, the targetcounter is reset to a value other than zero and the target is switchedto the attack ineffective state. Thus, FIG. 7 uses an image of the enemycharacter 102 with the eye closed and with the target shown in FIG. 5not displayed, which means that the target is the attack ineffectivestate. So the player can determine whether an attack against the enemycharacter 102 is in the effective state or the ineffective state whilekeeping an eye on the enemy character 102. Therefore, even when theplayer character 100 enters in the state of being continuously damagedas shown in FIG. 7, the player can make sure that the target is in theineffective state and feel safe to concentrate on escaping from thestate of being damaged.

After that, in order to switch from the attack ineffective state to theattack effective state, the player needs to move the player character100 to a prescribed position or a position where it is in a prescribedposition relationship with the enemy character 102 so that it entersinto the state of not being damaged (the state suitable for making anattack), as described above.

In this manner, the target is switched to the attack ineffective statewhen the player character 100 enters into such a disadvantageous stateas being continuously damaged. The target or the enemy character 102thus can never be damaged even if the player performs an operation ofshooting the target, and so the player's shooting operation would becomemeaningless. In other words, this provides the player with anopportunity to get out of the disadvantageous state of beingcontinuously damaged. Accordingly, even when the player character 100falls to the damage area 108, the player can focus his energy onreturning the player character 100 to the state of not being damaged(the state suitable for making an attack) by extricating the playercharacter 100 from the damage area 108 onto the floor 104. Therefore,this would not force the player to perform a shooting operation whilebeing continuously damaged or make the player feel restless or getobsessed unnecessarily, unlike the prior arts. In consequence, it ispossible to allow the player to fully experience the original fun ofshooting the target in the shooting game.

The game operation described above is processed by the CPU 40 of thegame apparatus 10 in accordance with a flowchart shown in FIG. 8. FIG. 8shows one of game main processes (a battle-time process). As other gamemain processes, executed in parallel are a process of obtaining anoperating input signal from the operating portion 42, a process ofgenerating a player character based on the operating input signal, aprocess of generating a non-player character, a process of generatingand displaying a game screen, a process of outputting music, etc., forexample. However, these are general processes and detailed descriptionson them are omitted here.

In a step S1 of FIG. 8, the CPU 40 executes a target state transitionprocess and controls switching between the effective and ineffectivestates of the target depending on the player's state. Details of thisprocess are shown in FIG. 9. In a step S21 of FIG. 9, the CPU 40determines whether the target counter in the target counter area 80 isat zero or not. If “YES” in the step S21, that is, if the target is inthe attack effective state, the CPU 40 determines in a succeeding stepS23 whether or not coordinate data in the player position area 84 showsa location above the floor 104 to evaluate the state of the playercharacter 100. That is, the CPU 40 determines whether or not the playercharacter 100 is in the state suitable for carrying out an attack (orwhether or not the player character 100 is in the state of being nevercontinuously damaged). If “YES” in the step S23, the CPU 40 terminatesthe target state transition process and returns the process to a step S3of FIG. 8. In this case, the attack effective state is retained sincethe target counter is at zero and the player exists in a prescribedposition where he is never continuously damaged. Then, a game screen isdisplayed with an image of the target 106 in the effective state asshown in FIG. 5, for example.

On the other hand, if “NO” in the step S23, that is, if the playercharacter 100 is in the state not suitable for making an attack, the CPU40 resets the target counter and the damage counter based on data in thecounter table area 92, for example, and writes newly determined valuesto the target counter area 80 and the damage counter area 82,respectively, in a succeeding step S25. In this case, since the playercharacter 100 exists in a prescribed position where it receivescontinuous damage (e.g. within the damage area 108), the target isswitched to the attack ineffective state. Then, as shown in FIG. 7,displayed is a game screen containing an image of the enemy characterwith the closed eye indicating the ineffective state and an image of theplayer character 100 being damaged, etc. for example.

Also, If “NO” in the step S21, that is, if the target counter is not atzero, the CPU 40 determines in a succeeding step S27 whether or not thecoordinate data in the player position area 84 shows a location abovethe floor 104, as in the case with the step S23, and evaluates the stateof the player character 100. If “NO” in the step S27, that is, if theplayer character 100 is in the damage area and in the state of beingcontinuously damaged, the CPU 40 immediately terminates the target statetransition process and returns the process to the step S3 of FIG. 8. Inthis case, the attack ineffective state is retained and such a gamescreen as shown in FIG. 7 is displayed.

On the other hand, if “YES” in the step S27, that is, if the playercharacter 100 is not damaged or is in the state suitable for conductingan attack, the CPU 40 subtracts a prescribed value (e.g. 1) from thetarget counter and writes an updated value to the target counter area 80in a succeeding step S29. Then, the CPU 40 terminates the statetransition process for this target and returns to the step S3 of FIG. 8.In this case, although the target is in the attack ineffective state,the player character 100 exists in the position suitable for making anattack and thus the target counter starts counting down to switch thetarget to the attack effective state. In this case, as shown in FIG. 6,displayed is a game screen containing an image of the enemy character102 with the closed eye showing the ineffective state, for example.

Returning to FIG. 8, in the step S3, the CPU 40 determines whether anattack has hit the target or not. More specifically, the CPU 40determines whether an attack against the target is in the effectivestate or the ineffective state based on the value of the target counter,and makes a hit determination between the bullet shot by the playercharacter 100 and the target 106 (the enemy character 102).

If “YES” in the step 3, that is, if the target is hit in the attackeffective state, the CPU 40 subtracts a prescribed value (e.g. 1) fromthe damage counter and the number of the target HPs, and writes updatedvalues to the damage counter area 82 and the target HP area 88,respectively, in a succeeding step S5. Then, in a step S7, the CPU 40determines whether the number of the target HPs is zero or not. If“YES”, since the target 106 or the enemy character 102 is defeated, theprocess moves on to a game clear process.

On the other hand, if “NO” in the step S7, the CPU 40 determines whetherthe damage counter is at zero or not in a succeeding step S9. If “YES”in the step S9, that is, if a prescribed degree of damage is caused tothe target 106, the CPU 40 resets the target counter and the damagecounter based on data in the counter table area 92, for example, andwrites newly determined values to the target counter area 80 and thedamage counter area 82, respectively, in a succeeding step S11. Withthis, the target counter is no longer at zero and the target is switchedto the attack ineffective state. When the step S11 is completed, theprocess goes to a step S13.

Meanwhile, if “NO” in a step S9, that is, if a prescribed degree ofdamage is not caused to the target, the process moves directly to thestep S13.

On the other hand, if “NO” in the step S3, that is, if the target is inthe attack ineffective state or is not hit in the attack effectivestate, then the process goes directly to the step S13.

In the step S13, the CPU 40 determines whether or not an attack from theenemy character 102 has hit the player character 100. More specifically,the CPU 40 makes a hit determination between the bullet shot by theenemy character 102 and the player character 100. If “NO” in the stepS13, the process returns to the step S1.

Meanwhile, if “YES” in the step S13, the CPU 40 subtracts a prescribedvalue (e.g. 1) from the number of the player HPs and writes an updatedvalue to the player HP area 90 in a succeeding step S15. Then in a stepS17, the CPU 40 determines whether the number of the player HPs is zeroor not. If “YES”, since the player character 100 is defeated, the CPU 40performs a game over process. If “NO” in the step S17, the processreturns to the step S1.

In this manner, the game is advanced with the switching of an attackagainst the target between the effective and ineffective statesdepending on the state of the player character 100. When the playercharacter 100 is in such a disadvantageous state as being continuouslydamaged, an attack against the target is placed into the ineffectivestate. This relieves the player from such stressful game playing inwhich he has to continue attacking while being continuously damaged.Therefore, it is possible to provide the player with the original fun ofthe shooting game.

Regarding the above described embodiment, an explanation is given as tothe case where the present invention is applied to a shooting game inwhich the player character 100 operated by the player is displayed on agame screen. In other embodiments, however, a shooting game may beplayed in such a manner that an image from the player's viewpoint isdisplayed as a game screen without any player character. In this case,the position of the player (viewpoint) in the virtual game space isstored in the player position area 84, as a position where the playertakes a shot. Additionally, as in the case with the above statedembodiment, it is determined whether or not the player is in adisadvantageous state of being continuously damaged or in a statesuitable for conducting an attack, for example, based on the position ofthe player or a position relationship between the player and the enemycharacter 102. Depending on the state of the player, an attack againstthe target is switched between the effective and ineffective states.

Moreover, although a description is provided as to only a hand-held gamemachine in each of the above embodiments, application is not limited tothis. For example, the present invention is also applicable to a homevideo game apparatus, a mobile phone with game capabilities, PC, etc. Inaddition, instead of a game cartridge, it may be possible to employoptical information storage media such as a CD-ROM and a DVD, andvarious kinds of information storage media such as a magnetic opticaldisk and a magnetic disk.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

1. A shooting game apparatus provided with at least a display means and an operating means in which a player plays a game by operating said operating means to shoot a target displayed on said display means, comprising: a target state control means for controlling switching of said target between an ineffective state of being never damaged even if an attack hits the same and an effective state of being damaged if an attack hits the same; a target image generation means for displaying an image that is different between a case where said target is in the ineffective state and a case where said target is in the effective state, on said display means; and a player state determination means for determining at least whether or not the player is in a state of being continuously damaged, wherein said target state control means switches said target to the ineffective state when said player state determination means determines that the player is in the state of being continuously damaged in the case where said target is in the effective state.
 2. A shooting game apparatus according to claim 1, further comprising: a player position storage means for storing at least a position where the player can take a shot in a game space, wherein said player state determination means determines that the player is in the state of being continuously damaged when a prescribed position is stored in said player position storage means.
 3. A shooting game apparatus according to claim 2, further comprising: a player character generation means for generating and displaying a player character on said display means; and a non-player character generation means for generating and displaying a non-player character on said display means, wherein said target image generation means displays said target on said non-player character.
 4. A shooting game apparatus according to claim 3, further comprising: a non-player character position storage means for storing a position of said non-player character in the game space, wherein said target state control means is activated when a prescribed relationship is established between the position stored in said player position storage means and the position stored in said non-player character position storage means.
 5. A shooting game apparatus provided with at least a display means and an operating means in which a player plays a game by operating said operating means to shoot a target displayed on said display means, comprising: a player character display control means for displaying and controlling an image of a player character on said display means, based on input from said operating means; a non-player character display control means for displaying and controlling an image of a non-player character on said display means; a player character position storage means for storing a position of said player character in a game space; a target state control means for controlling switching of said target between an ineffective state of being never damaged even if an attack hits the same and an effective state of being damaged if an attack hits the same; and a target image generation means for displaying an image that is different between a case where said target is in the ineffective state and a case where said target is in the effective state, on said non-player character, wherein said target state control means switches said target to the ineffective state when a prescribed position is stored in said player character position storage means in the case where said target is in the effective state.
 6. A shooting game apparatus according to claim 5, further comprising: a game field generation means for generating a game field for playing a shooting game in which at least said player character and said non-player character are displayed, and for displaying the same on said display means, wherein said game field generation means generates at least a first area where said player character is continuously damaged and a second area where said player character is never damaged in said game field; said target state control means switches said target to the ineffective state when a position contained in said first area is stored in said player character position storage means in the case where said target is in the effective state.
 7. A shooting game apparatus according to claim 6, wherein said target state control means holds said target in the ineffective state until a position contained in said second area is stored in said player character position storage means, after switching said target to the ineffective state.
 8. A storage medium storing a shooting game program for allowing a game apparatus provided with at least a display means, an operating means, and a processing means to function as a shooting game apparatus in which a player plays a game by operating said operating means to shoot a target displayed on said display means, wherein said shooting game program causes a computer of said game apparatus to execute following steps of: a target state control step of controlling switching of said target between an ineffective state of being never damaged even if an attack hits the same and an effective state of being damaged if an attack hits the same; a target image generation step of displaying an image that is different between a case where said target is in the ineffective state and a case where said target is in the effective state, on said display means; and a player state determination step of determining at least whether or not the player is in a state of being continuously damaged, wherein said target state control step switches said target to the ineffective state when said player state determination step determines that the player is in the state of being continuously damaged in the case where said target is in the effective state.
 9. A storage medium storing a shooting game program according to claim 8, wherein said shooting game program causes the computer of said game apparatus to further execute a player position storage step of storing a position where the player can take a shot in the game space, wherein said player state determination step determines that the player is in the state of being continuously damaged when a prescribed position is stored by said player position storage step.
 10. A storage medium storing a shooting game program according to claim 9, wherein said shooting game program causes the computer of said game apparatus to further execute following steps of: a player character generation step of generating and displaying a player character on said display means; and a non-player character generation step of generating and displaying a non-player character on said display means, wherein said target image generation step displays said target on said non-player character.
 11. A storage medium storing a shooting game program according to claim 10, wherein said shooting game program causes the computer of said game apparatus to further execute a non-player character position storage step of storing a position of said non-player character in the game space, wherein said target state control step is activated when a prescribed relationship is established between the position stored by said player position storage step and the position stored by said non-player character position storage step.
 12. A target control method of controlling a target by a computer of a shooting game apparatus in which a player plays a game by operating an operating means to shoot said target displayed on a display means, including: a target state control step of controlling switching of said target between an ineffective state of being never damaged even if an attack hits the same and an effective state of being damaged if an attack hits the same; a target image generation step of displaying an image that is different between a case where said target is in the ineffective state and a case where said target is in the effective state, on said display means; and a player state determination step of determining at least whether or not the player is in a state of being continuously damaged, wherein in said target state control step, said target is switched to the ineffective state when it is determined in said player state determination step that the player is in the state of being continuously damaged in the case where said target is in the effective state.
 13. A target control method according to claim 12, further including: a player position storage step of storing a position where the player can take a shot in the game space, wherein it is determined in said player state determination step that the player is in the state of being continuously damaged when a prescribed position is stored in said player position storage step.
 14. A target control method according to claim 13, further including: a player character generation step of generating and displaying a player character on said display means; and a non-player character generation step of generating and displaying a non-player character on said display means, wherein in said target image generation step, said target is displayed on said non-player character.
 15. A target control method according to claim 14, further including: a non-player character position storage step of storing a position of said non-player character in the game space, wherein said target state control step is activated when a prescribed relationship is established between the position stored in said player position storage step and the position stored in said non-player character position storage step. 